> For the complete documentation index, see [llms.txt](https://unity.zoeimmersive.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unity.zoeimmersive.com/multiplayer/avatars.md).

# Avatars

The networking module provides a simple avatar system for representing users in a multiuser session. Inside the Networking Manager you can choose to use Zoe Default avatars or use your custom 3D models, through a 'Custom Collection'. Both use a 'Color Strategy' allowing to assign either a random color for each new avatar or a single one to all.

### Zoe Avatars

These are the default avatars from Zoe, you can also find them in the standalone application. The 'color strategy' is applied to the head, and accessories vary randomly:

<figure><img src="/files/OH3rvDvpBDZA1MJ6TqyI" alt=""><figcaption><p>Example of Zoe Avatars in a session</p></figcaption></figure>

* To see all the 3D models available, you can check the Avatar Prefab Collection inside *Network > Zoe Avatars*

### Custom Collection

Choose this option to use your own 3D models or a variant of the Zoe one. You will see the following options in the Inspector:

<figure><img src="/files/e8eeOm11NgCRd5fVB1sg" alt=""><figcaption><p>Custom Collection parameters</p></figcaption></figure>

Here you can either create a new collection or copy the Zoe default one and modify it as you wish. A prefab collection looks like this:

<figure><img src="/files/A8z6W76S6tAIm2t3EkBX" alt=""><figcaption><p>Avatar Collection with elements to fill</p></figcaption></figure>

\*Hats are accessories that will show on top of the heads.

{% hint style="info" %}
Note that elements will be mixed and matched randomly.
{% endhint %}

In order for the system to work, you will need to assign a specific script to every element. Make sure you add the following scripts to their corresponding avatar part:

* Avatar Head
* Avatar Face
* Avatar Hat
* Avatar Left and Right Hand

### Color Strategy

When using your own 3D models you can also choose the specific 3D parts that will be affected by the 'color strategy'. As you will notice inside every specific script you can choose the 'Colorable parts':

<figure><img src="/files/kkkGZQ6xfi1t5D0cH3ru" alt=""><figcaption><p>Customising how Color Strategy is applied to 3D meshes</p></figcaption></figure>

For each element you can:

* Assign a ***Mesh Renderer***
* If your mesh has multiple *Materials* assigned you can indicate the one you want to be modified by indicating its Index (make sure you choose ***RendererWithIndexColorable*** in this case)
* Shader Property: change this if you are using custom shaders (and you know about shaders ;) ) and would like to modify another property than the ***\_Color*** one.
* For the **Head** you can also specify the anchor points for the accessories (hats) and the face element.


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